Ok, so this is basically just a topic for sharing ideas on enemies and monsters right at this time, as well as ideas on how the bestiary itself is gonna work (how it's organized, what exactly goes in here, etc.). Over time, obviously we can start actually compiling a list of general monsters. Just keep in mind that this is sort of a group thing, so hopefully I won't be the only one who ever adds anything to this thing (tho I'm not sure how much I WILL add to it myself...). Even if you don't have the powers of a mod or admin, feel free to write entries for monsters yourself elsewhere, and someone else can add them here. Feel free to share ideas and such now, and let discussions flow. Right now, we also need to work out a sort of format for how entries will be written as well, so that should probably be one of the first things settled on.

I'll be adding a few monsters I myself had thought of for Adonia... Sometime in the future. Hence why I wanted to be the one who made the topic. In any case, have fun.

Slime Family:

Common SlimeA small, slimy creature with a shape and consistency not unlike gelatin. They are quite common throughout the world, but are extremely easy to defeat by most standards. This variation is perhaps the most often-seen one, and is a light green color. Most other slimes appear to be variations of it. These typically inhabit plains and similar areas. Although many are hostile, some of them are content with coexisting peacefully. Thankfully, it's easy to tell which ones are which, as slimes generally lack the intelligence to try and fool adventurers.

Magma SlimeThese slimes are orange, and share a similar appearance to other slimes otherwise. However, they can alter their body temperature up to boiling hot levels when provoked, so it's generally not a good idea to attack them without proper protection. These variants tend to coat themselves in stone and rock, using it as a sort of armor. They're typically found inside volcanoes and deep within certain caves.

Aqua SlimeThese variants are typically found near or in oceans, rivers and other bodies of water, and are a cool blue color. As you might expect, they're capable of living underwater indefinitely, and in fact seem to become stronger in it. Out of the water, they can shoot high-speed bubbles at their targets. You wouldn't think they'd do much harm, but they actually sting quite a bit.

Frost SlimeThese white slimes can be considered the counterpart to Magma Slimes; they can lower their body temperatures to the point of freezing, and can in fact solidify their bodies to be as hard as ice. Shattering them won't do much good, as being slimes, they can simply reform themselves. Their breath is capable of freezing travelers, although it's rather easy to avoid it. As you would expect, they can be found in snowier areas.

Beast Family:

BullpupsResidents of the plains, they are shorter, stockier boars. They are about 2' long and weigh about 80lbs, with most of their weight concentrated in the hindlegs. They are capable of top speeds of 15mph, and can knock down an adult human with ease. They travel in large groups of 20 or often more. They are omnivorous, but only scavenge their meat. They are not easily provoked, and will even tolerate being pet. They are, however, easily spooked by their natural predators, minor rocs. They are said to have poor-tasting flesh.

BunnitBunnits have a tail with a hand on the end of it, which can be used to grab things, hit opponents or just generally act like an arm. The tail-arm may hold a weapon depending on the Bunnit itself. While they often simply use sticks, they can be seen holding actual clubs or other blunt weapons somehow. Despite this, they aren't particularly hard to defeat, and usually don't attack unless provoked.

Gray WolfResiding in grasslands and forests, these hunters prey on weaker wildlife. They typically won't bother travelers unless either hungry or provoked. These wolves are known for being territorial so they can be easy to provoke. Often hunt in small packs.

Jackwolf

A wily species of canine, these large hyena-esque dogs live in various environments with temperate climates. They hunt in small packs ranging from a few to a dozen, and team up take on large prey. They are extremely agile and capable of great strength, but their stamina is lacking, and are terrified by fire and magic. They tend to skirt around people, but will occasionally attack small parties.

BearBears are widespread, appearing in a variety of different habitats around the world. With the exception of courting individuals and mothers with their young, bears are typically solitary animals. Their diets mostly consist of plants and are opportunistic omnivores. All bears are physically powerful and are likely capable of fatally attacking a person, but they for the most part are shy, are easily frightened, and will avoid humans. It is recommended to give all bears a wide berth because they are behaviorally unpredictable.

CowbullAn aggressive bull that also features anatomy of females. It is neither male nor female. In addition to its udder, it also sports a dashing mane and a pair of tusks upon which it gores enemies. That's right, when it charges you have to watch out for the horns AND the tusks. Talk about overdoing it! Fortunately, they're no more difficult to kill than your average cow, defensively speaking.

Sand NipperBizarre white creatures resembling a mix of a dog and a fish, these small fries like to 'swim' through sand and bite unsuspecting passersby. The bite isn't terribly painful, and it won't cause any harm unless left untreated for a long time, after which any number of strange effects will occur. More dangerous variants (of a darker coloring) will secrete a sort of sedative from their fangs which will cause their victims to fall asleep, meaning potential danger if they sleep for too long without treating the bite. They appear to be more mischievous than anything; they tend to flee into the sand after a single bite for a long while. Thankfully, they aren't very hard to spot; they swim along the surface of the sand, leaving the fin on top of their head sticking out. Despite being a fishlike creature, it tends to stay away from the water.

LionThe 'king of the jungle' itself. These large felines have sharp claws and teeth, a killer instinct, and a desire to hunt. Although lionesses are the ones who actively pursue prey; the males will simply lounge around in the pride until they are directly challenged.

Drillephant

Mad Hyena

Camoboon

Razor Koala

Dragon/Reptile/Amphibious Family:

DrakesA more primitive offshoot of the standard dragon, they are quadrupeds, and cannot fly. They often have extremely environmental adaptations.

subspecies:

Combustion DrakeResiding in volcanic zones, this species is a carnivore and geovore, consuming large amounts of volcanic rock. It threatens encroachers and attackers with large tusks and jagged scales, but more particularly its explosive 'breath'. It can exude a highly combustible gas, and can subsequently ignite it, creating large explosions. It is sensitive to the gas, and has a large supply. It lives in areas with similar gases when young, and wanders cooler, more sterile areas when grown. They are typically found alone.

Harriet DrakeA variant of drake that resides in polar lands. It is an aggressive predator, and considers a massive amount of land its territory. Its name is derived from this authoritative tendency, and the long, flowing coat of fur that covers its body. It wards off enemies with jagged talons, fangs, and a virus that cuts off circulation. Victims bitten will usually suffer frostbite shortly afterwards. It is a carnivore, but vastly prefers fresh meat. It rarely travels in packs, considering its highly competitive nature.

PlainsdrakeA low-population apex predator that lives in, as its name suggests, the plains. It will only be found in flat, temperate areas greater than a certain size, and it has no special traits to note. It is an omnivore, but prefers meat, especially to sustain its great bulk. While short by drake standards, reaching only 5' in height and 9' in length, it can weigh up to 6500lbs from sheer muscle. It tends to avoid campsites. Like most drakes, it typically travels alone.

Draccus

subspecies:

Common DraccusThe common draccus is an enormous herbivorous species that inhabits heavily wooded areas. Its diet consists of trees and, to aid in their digestion, rocks. When it is young, the mother nurses the draccus and delivers to it rocks high in iron. Without this iron content, it will not survive to adulthood. As iron mining grew, common draccus nests were destroyed, so the species is endangered. The adult draccus' scales have a large amount of iron in them, making it heavy and well armored. Its hide beneath is resistant to magic. It is incredibly tough to defeat, but also hard to provoke. Most deaths from draccus attacks were caused by sport hunting. Draccus can be very destructive due to their size and strength, and their surprising speed when charging. Nests of young draccus may be found in abandoned mines or caves near forests. Adult draccus can be found very rarely in forests near these nests. The largest family of draccus lives peacefully in the darkest areas of that one huge forest.

Magma DragonBarely qualifying as a draconic creature, this huge, vaguely reptilian beast lives deep in the mantle, surfacing underneath volcanos to hunt. They have hard drill-like beaks to pierce through the rock, and their bodies are long and sinuous. One might call them gigantic snakes, if not for the massive forelegs carrying claws capable of pulverizing bedrock. They are thankfully extremely rare, for legends say that they can cause volcanos to erupt when in a bad mood.

Black Mamba

Insectoid/Arachnoid/Crustaceoid Family:

Giant Cannibalistic ScorpionsThese scorpions make their homes on sandy beaches and deserts near water sources. They spend a great deal of their time in water, as water keeps their venom sacs fresh. There are always aggressive except under the light of the full moon, when they are deceptively docile, but die the next morning. They die over their eggs, and another lunar cycle must pass before the eggs hatch, on the morning after the full moon. The young feed off the decaying body of the mother, provided it has not been eaten by a rival. The young reach maturity at new moon, which is when they lay their eggs. If they live to adulthood they can reach the size of a rhinoceros. They are lethally venomous and poisonous to all species except themselves, and a starving scorpion has been known to devour legs that are unnecessary in comparison to their longevity. Scientists have long marveled at how brutally they fight and devour each other to stay alive, yet ultimately die so soon. The best time to harvest the body for potion ingredients is dawn after the full moon, when the young ones have yet to hatch. They reproduce asexually, with each mother needing only to lay an egg for the offspring to hatch. When all the meat has been eaten off the dead ones, the solid stinger is taken and driven into the sand to mark the border of the nesting ground, where the remaining venom melts the sand around it and petrifies in a lunar cycle to a crystallic spike. These spikes cannot be removed from the ground, though scientists have tried many methods.

Blood WidowA lethal spider the size of a cat that lives in flower gardens. It is very territorial about its home, which it creates by making a nest out of dead flowers. It seems to be vampiric. If it is attacked, it will flee and burrow underground, likely to get revenge via ambush in the middle of the night. If left without prey, it will starve to death. The corpse possesses a very interesting quality: when buried, the marking on its back acts like a seed to a unique delicate crimson blossom, perhaps as a warning to others of its kind that there is no food here. It can be killed most easily with surprise ranged attacks aimed at the back, where its shell is less developed. If not killed instantly, you will be killed next, so watch out.

Rockshell ScragSmall creatures that resemble less segmented lobsters, they survive in the volcanic depths and caverns by gathering rocks around them. By forming these clusters of rock around themselves, they can protect themselves from falling rock, attacks, and even magma for short periods of times. They secrete methane as well, and can build it up underneath their rocks in order to store great explosive force. They can ignite this with a simple click of their claws.

ScuttlerSmall crablike creatures that wander along the shores of Drachurst. They snap at hostiles with their pincers, but otherwise aren't really a big threat.

Fire Ant

Trooper Ant

Avian Family:

Minor RocLarge birds that dwell on the plains. They have a wingspan of about 32', and have minimal weight. They tend to target bullpups for food, but have no qualms about attacking humans or larger creatures. They travel in large flocks of about a dozen, and attack with dagger-like talons. Their beak is unsuited for combat.

HaurowlA nocturnal owl that has magical powers. It is known to emit magical beams from its eyes while hunting. Its talons are pure gold, but the gold is rumored to be cursed due to the large amount of treasure hunters that have perished trying to claim this treasure. Weak to arrows.

Common TreehawkThe basic bird of prey, they reside in forested areas and prey on smaller denizens of the woods. They don't pose much threat to adventurers, but a smart explorer would pay mind to their songs; They end when a predator is nearby.

Greater RocEnormous avians that reside only in mountainous regions, they can be as large as a dragon, and are much more aggressive. They tend to attack anything they consider edible, such as goats, drakes, and the odd adventurer. They know better than to attack settlements, and are easily scared off with strong lightning or thunder.

HauntcrowGhostly, black birds that take residence in areas that have either seen much death or much magic. They feed off of magical energy, and possess the ability to turn incorporeal, making physical attacks ineffective. Some consider them omens of death, especially when seen outside of their habitats.

Mould CrowsGenerally traveling in flocks, these are corpses of birds (usually crows, hence the name) usually used as scouts by necromancers. They share a link with their masters to report their findings ASAP, and are treated as expendable by most because of this. They are often un-tended to, flying around for their masters until the last feather drops off their bodies, or until they are flung headlong into suicide attacks, where their talons and beaks are as merciless as their dead eyes. Sometimes, however, loose souls will wrest these flocks from their master's control, using them as their own body. Whether this is more or less dangerous to your average passerby is purely on a case by case basis.

Blood VultureThese birds swoop down after a battle to consume the dead. Unlike most vultures, they feast on weapons as well. Their wings are razor sharp, and like iron. If killed, the wings would make a great spoil, and could even be sharpened to use as weapons. Blood Vultures feast on the dead, but have no qualms about being the cause of death, should their meal be interrupted. Flocks at their largest have been known to take on entire armies and win. Being aerial, they are weak to arrows, should any arrows pierce their wings. They are much more vulnerable to magic.

Breagull A more dangerous version of a seagull. Like real gulls, they tend to get very aggressive when provoked. Unlike regular seagulls, however, they can shoot small projectiles with explosive properties from their mouths. One by itself won't do much besides sting a bit, but you're in trouble if you come across an angry flock of them. Throwing food (or anything resembling food) will more often than not distract them, allowing for emergency getaways.

Plant Family:

PlantlionA beastlike creature whose skin is covered entirely with plants. It resembles a lion due to its flowing mane of vines. They live on plains where lots of wildflowers grow and generally act like hyperactive kittens. However, they are carnivores. Weak to fire. Physical attacks are useless, and will generally knock a limb off, causing it to stumble around until it regrows (like a plant).

Crazee DayzeeAt the first sign of a Dayzee in your garden, you should call a professional exterminator immediately. Mischievous flower spirits, Crazee Dayzees will overthrow you and appoint a new ruler of the garden. Your flowers will be turned against you. They are not incredibly dangerous, but they are very difficult to kill, as they sing songs to knock you out, then run away. They can be easily killed with fire, but this will also damage the rest of the garden. Would you sacrifice your tulips for peace of mind?

Burning BlightA type of uncommon mushroom that only grows in areas high in flammable gas. It absorbs said gases, burning them to fuel its growth, which earned it the name of 'burning'. As for the name of 'blight', it turns out that they create an even deadlier gas as a byproduct, storing it in their stalks, and so rupturing the stalk releases it quickly.

Moss LichThe name and family categorization for the Moss Lich is misleading - lichens aren't actually plants. These composite creatures aren't undead. On the contrary, they are very much alive and brimming with energy. In some ways, they're akin to golems. In other ways, they're more like shambling revenants. They are filled with magical energy. The magic they use is vitality energy. They can use their powers to constantly regrow themselves, to expand larger and larger over the course of many years over the walls of caves. The larger they are, the more likely they are to attack than retreat. Fire and Light are powerful ways to get them to shrink back.

PalmeraA creature that resembles a sentient palm tree. Unlike normal ones, however, their roots are above the sand, they have arms, and they have a small opening below the fronds that appear to have eyes. They can shoot coconut-like projectiles from their 'hands', but have a limited supply of them. They can also attack using their arms or body directly, although they usually aren't hostile unless someone interrupts their 'slumbers'.

Grass MammothA large beast coated in what appears to be grass or grasslike fur. It tends to blend in perfectly with the tall grass unless someone bumps into it, at which point it will attack. It is weak to fire; using it will cause it to run off almost immediately.

Material Family:

Clay Golem Possibly the most common form of golem, these hulking constructs serve under powerful mages, utilizing their brute strength. Sometimes they are seen as guardians, but they are most often used as individual servants.

Iron GolemEssentially a massive, animated suit of armor, these magical creations serve as guardians of temples and other holy places long since buried. Some can be found guarding active locations, such as the God's Six in Montilles, but a majority have fallen into neglect along with their charges.

Ice GolemEnormous creatures of ice. They possess incredible strength, as well as the ability to shoot beams of ice from their hands. They appear to have evolved from snow creatures that were once animated by lonely monks in isolation. Unlike the snow creatures, which acted as harmless beloved pets that wouldn't die of frostbite, Ice Golems are hulking beings of destruction. They lie dormant in abandoned shrines and caves until awoken by a hapless explorer.

Stone GolemThese creatures of hulking stone are animated by powerful and kindly life magics. Ancient tribes that were cast into the mountains created these creatures to use their powerful stone arms to carve out tunnels, pathways for their underground exile. Centuries after all record of the tribes have been wiped from memory, the stone golems remain, standing guard in the tunnels to protect the persecuted tribes. Several of these golems wear silver crowns, protecting them from earth mage manipulation. Water and air, in enough ferocity, may erode the golems to nothing, however.

Machine Family:

Collective Automated Hive-Mind Version 2 (CAH-2)This group of machines was produced by a group of scientists years ago to enhance the life of mine workers who did arduous tasks by having automated machines take over the hard segments of the jobs. The machines, however, were met with disapproval with the miners protesting about the safety of their jobs. Regardless of the controversy, the CAH models were to be launched soon and would have worked well... If it weren't for a sabotage the "queen" suffered shortly before their debut. This sabotage led to the programming to bug out and cause the machines to become wild without any clear goal. Now these machines roam throughout Adonia attacking anything on sight. These machines seem to never cease up in numbers... Are they being mass-produced? Where? How? Where is the central core of these machines?

Steel TitanA peculiar construct usually only seen in Ziman lands and colonies, it is constructed of various complex mechanisms and gizmos. Towering at eight feet tall, weighing over 4000lbs, it is truly a fearsome figure. As of now, limited by short-lived batteries, they are only seen under control of workers, but as batteries improve, they may see service in combat. Certainly, their incredible power would be sought after.

Undead Family:

MummyIt's the desert, of course there will be mummies. Really not much more to say. They are like statues in the daytime, but when attacked become almost feral and terrifying. In the blinding sun, they are almost impossible to see. At night, they walk around intelligently, but are easier to see and to fight. They might attack you, though, so watch out.

CorpsewalkerWhen Poes are killed, these foul spirits take over the graveyard. They are ghosts of a sort that can inhabit the recently dead and decaying bodies in a graveyard for a time. Their motives in doing so are not clear, but it may be linked to the reason for their existence: revenge. Their presence in the corpses' minds make it so that physical injury, though it impedes action, does not cause the corpse to relent, nor be killed. If one is determined to scratch you, you may hold out a sword and it will impale itself on the sword and continue moving toward you. If instead you were to cut off all its limbs, the ghost would leave the body and find a different one to use. The ghost can be killed by wielding holy magic. Alternatively, Healing magic will bind the soul to the body, so once you chop up the body, the ghost will be trapped forever, unless it is stitched back together at some point.

BonewalkerCorpsewalkers can float into a whole body, but Bonewalkers possess many more talents. When a Bonewalker inhabits a skull devoid of flesh, the eyes will glow red. The Bonewalker can then psychically control every bone that was once attached to it. This means that the skeleton can fly back and grotesquely rearrange itself as needed. In ancient caves where the skeleton has been completely destroyed, the psychic spirit may be content to hurl broken parts of bones at the victim. Bonewalkers are easier to destroy, as they can only inhabit intact human skulls. Cleave the skull in two, and it will be forced to flee. Alternatively, Healing magic will completely kill the spirit entirely, though another could possibly move into the recently vacated space.

RevenantA human being who signed a contract with a necromancer before death, and thus got to return after exactly 712 days of being dead. They are frail, but possess powerful dark magic skills that are of a comparable level to the necromancer who raised them. As they signed a contract, they aren't puppets to the necromancer, and are instead mentally independent. However, the curse of death has left them in a tortuous situation. They are perpetually in emotional pain, and afflicted with uncontrollable anger. It's no wonder they lash out at anyone who comes against them. Worse still, they reanimate their fallen foes as sort of nonconsenting revenants, though the 712 days must still be fulfilled. Thankfully, these creatures are rare, as the contract is usually quite expensive, not to mention expressly forbidden by law. They can be killed by cutting off the head. They combat magic quite well, and unlike other undead, Healing actually heals them.

RisenDead warriors who perished on the battlefield may find themselves inexplicably resurrected to continue their path of violence. These undead retain their martial prowess and learned skills, so they act like trained warriors in combat instead of feral creatures improvising with the pointy things they found. However, their intelligence is limited to an almost animal-like level. They act exactly the same as troops do when they're alive. They're just dead. Instead of displaying the marks of their death, they appear to have been healed. They thirst only for violence. Some are magical, some are physical. They follow the rules of the human class system.

Bone Croc

Demonic Family:

Naddre AephAn elder demon whose punishment was to be split into hundreds of small vermin like bats and rats. They are indistinguishable from normal critters except for their green eyes. They surround many abandoned monasteries, chapels, and shrines. Individually they pose no threat, but they commonly exist in large enough numbers to kill or seriously injure an adventurer. Area-based attacks work best on them, but due to their nature magic only strengthens them. Any human bitten by one will be poisoned and cursed.

GoldeaterThese feisty little imps make themselves at home near treasure - particularly gold. Some historians suspect they are the reason gold's magical properties were discovered in the first place. As their name would imply, they consume gold. And they excrete gold. Gold is always in their system. This means they are always crackling with magical energy, which generates in the crystal structures on their palms. If you can use physical attacks and shatter these, they will be all out of magic once they use up the fading reserve. Being a conductor, the gold makes it so they use their magical reserve quickly. Unfortunately, this means they are explosive on the short term - which can become the long term very quickly if the magical generators are left on.

IroneaterThese creatures are related to the goldeaters, but with a different diet - and therefore a completely different battle style. They survive perpetually and solely off a diet of unrefined iron. This makes them rather defensive, but weak to magnetism. They have crystal structures on their palms which generate magical energy. However, this energy is more passively employed, enhancing the ironeater's physical prowess. Attacks are more likely to come from their ironlike fangs. If you can exploit the magnetic properties of iron and immobilize them, the battle will be much easier.

Spirit Family:

MirageDuring the daytime, travelers wandering the desert may see floating creatures that appear to be human, but with very djinn-like features. They are inviting and alluring and treacherous. They are Mirages, spirits of the desert sun. They possess many powers, including disorienting and briefly blinding those who follow them. Their true form is never seen. At night, they look like faintly glowing whirlwinds, and possess no alluring qualities at all. They can be banished with Dark magic, and dissolve when exposed to the element of Water.

Rose Whenever beautiful gardens are abandoned, monsters take over. Instead of giant spiders, wasps, or rats, roses are spirits of beauty, and their presence causes the flowers to thrive. They hide themselves in hopelessly tangled rosebushes and emit a sweet floral scent to lure enemies near. They control the long, thorned branches of the flowers they inhabit and try to trip and/or poison assailants. Getting them to flee the plant is easy, you just have to damage the plant. Unfortunately, damaging the spirit itself is difficult unless one wields Holy Magic.

PoePoes live around graveyards where much death and grieving has occurred. They appear only at night, wrapped and concealed in cloth. Their presence prevents the buried from rising again as undead, so their presence is usually allowed by the groundskeepers. Rules warning against entering the graveyard at night are specifically because of Poes. If, for some reason, stealthy entry to a crypt is necessary, the Poes must be defeated and their lanterns extinguished. This will, however, break the curse holding the corpses in place. When someone trespasses in the graveyard at night, a Poe will appear and cast spells that drain lifeforce and use it to power their lantern. They can be defeated easily by shooting the lantern with an arrow or bullet, or defeated somewhat more difficultly by fighting them as they vanish and teleport around.

Iron KnuckleIn abandoned forts and ruined battlefields, the smell of death is everywhere. Spirits of war are drawn to these battlefields, and they hide themselves in enormous suits of armor they craft from the weapons and armor of the fallen. They move slowly, and wield enormous axes. When the outer armor is destroyed, they collapse to the ground. They cannot counter magic, but they have lots of resistance. They are ferocious tanks. They can inflict their foes with dread, which causes a state like paralysis. The spirits are considered to be immortal, but are no threat when they lack the armor to house them.

QanukA qanuk is a spirit of the snowy mountains. It appears under snowdrifts, and when it takes to the skies it does so as a whirling vortex of spectral frost. They glow a bright orange-red, like fire, which lures travelers closer to them with the promise of heat. Unfortunately, the heat is an illusion. They remain cold enough to freeze any water that would touch them very quickly, but as curious travelers draw near, they burn to death.

DuplighostA spirit of duplication which uses its powerful magics to mimic its opponent perfectly. Could this be the true fate of all the monks who traveled to the mountains for contemplation and isolation? They certainly look like they were monks once. Though they have no apparent affiliation with the element of ice, fire and explosions are notably effective at defeating them when they are not transformed. Because the transformation is perfect (aside from personality), they share all (nonpsychological) weaknesses with their opponent once transformed.

SirenA spirit that lives on small islands in the ocean and lures travelers to its lair. It disguises itself as a beautiful man or woman. Someone who cannot hear their song will see them, but not be tempted to nearly the same level. As travelers approach, their minds are increasingly under the control of the siren. If someone were to get so close as to touch it, their mind would be forever lost. Part of its charm makes it unlikely to be attacked, as any traveler would have a very difficult time allowing the siren to be harmed. However, if subjected to fire, they dissolve into sand. Whether day or night, they are only present while the sky is clear. During stormy weather, sirens retreat underwater. Their true form is hideous, like a human with features of an eel and octopus. However, they can still disguise themselves with their magic, taking the guise of merpeople. Instead of luring entire ships via song, they attract individual sailors by making and maintaining eye contact. Once the sailors jump into the water, the merpeople drown them. Harpoons have been found to be effective against them.

Elemental Family:

War FairyFairies are not firmly bound to the side of good. Some join in the battle, usually by hiding themselves in the skull of their first victim, then floating around causing death. They are very proficient in blood magic. They are protected by orbs of deathly energy, which vanish if hit with purification magic, thus making them vulnerable to physical damage. Dark magic and light magic are the best tools for destroying a War Fairy non-physically.

Humanoid Family

Aquatic Family:

IchthysiaA large fish with legs that lives on the seafloor. Ichthysiae form tribes and hunt ships that travel above them. The sea is a dangerous place. They can be killed with physical or magic attacks that somehow retain their effectiveness under the water. They are also weak to traps such as fishing poles.

Pokemon Family:

ZubatZubat are found in caves. They have nests in hidden corners and shy away from intruders. They will emit warning cries as intruders get near, which increase in frequency to the point of rendering the invader blind, extremely dizzy, or even unconscious.

Unclassified/Other:

Serpentant Scorpion-like creatures that seem to be spliced with snakes. This is a sort of curse from a desert snake witch who wanted to expand her empire of horrifying things. They usually have the head of a snake, legs poking through the skin, and at least one stinger. They crawl up from beneath the sand when the sun sets.

Dune Leech Enormous toxic worms that cause the sand to sink. They generally don't expose themselves on the surface, but lie below and make traps. They can be heard as a distant rumbling. The sinking sand is easier to see at dawn and dusk; at night it is too dark, and at daytime it is too bright. They aren't just traps, and can be fought by an incredibly skilled and prepared adventurer, but for the average fighter they are best avoided.

The HungryGiant worms on the prairie target creatures like cows. Any trenches you see marring the landscape were probably caused by one of the Hungry, giant worms that make a hobby of tipping cows by digging the earth up from under them. Now, they aren't so large they swallow cows in a single bite. They trap cows in one place, then burrow through the still living body until it dies, eating their way though. If you're more nimble than a cow, you can probably jump back and get ready to defend yourself. They're ridiculously easy to kill once exposed to the air - and to the sights of those above. A single hit to the head with anything will kill it. The only thing they have going for them defensively is the fact that they're usually underground.

Last edited by SmashBasher123 on Wed Oct 07, 2015 5:07 pm; edited 12 times in total

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Death-chanLibero

Posts : 10640Join date : 2013-07-15Age : 18Location : The moon.

Subject: Re: Adonian Bestiary Sun Aug 02, 2015 6:48 pm

Qanuk (Spirit) - A qanuk is a spirit of the snowy mountains. It appears under snowdrifts, and when it takes to the skies it does so as a whirling vortex of spectral frost. They glow a bright orange-red, like fire, which lures travelers closer to them with the promise of heat. Unfortunately, the heat is an illusion. They remain cold enough to freeze any water that would touch them very quickly, but as curious travelers draw near, they burn to death.

Ice Golem (Material) - These creatures of ice are to snowmen what Giga Bowser is to a Koopa Troopa. They possess incredible strength, as well as the ability to shoot beams of ice from their hands. They appear to have evolved from snow creatures that were once animated by lonely monks in isolation. Unlike the snow creatures, which acted as harmless beloved pets that wouldn't die of frostbite, Ice Golems are hulking beings of destruction. They lie dormant in abandoned shrines and caves until awoken by a hapless explorer.

Duplighost (Spirit) - A spirit of duplication which uses its powerful magics to mimic its opponent perfectly. Could this be the true fate of all the monks who traveled to the mountains for contemplation and isolation? They certainly look like they were monks once. Though they have no apparent affiliation with the element of ice, fire and explosions are notably effective at defeating them when they are not transformed. Because the transformation is perfect (aside from personality), they share all (nonpsychological) weaknesses with their opponent once transformed.

Rudolph (Beast) - There once was a mutant reindeer whose nose was bioluminescent. This reindeer also had an extra pair of legs - six, instead of four. The reindeer also had wings. This mutation started popping up again and again throughout the species, and the mutations are way too significant not to be the work of a meddlesome scientist. These reindeer will swoop down from the sky and impale you with antlers, or shoot mystical beams of light from their noses to blind you and light you on fire. They certainly aren't defensive creatures. Killing one is extremely easy. Surviving one is not. Unlike some battles, facing a Rudolph will not take long. Either the Rudolph or the challenger will die, and die quickly.

Last edited by Destin von Tod on Sun Aug 16, 2015 1:31 pm; edited 2 times in total

LaonooneQuis Sum

Posts : 21288Join date : 2013-07-15

Subject: Re: Adonian Bestiary Sun Aug 02, 2015 7:13 pm

Rockshell Scrags (Insectoid fam)Small creatures that resemble less segmented lobsters, they survive in the volcanic depths and caverns by gathering rocks around them. By forming these clusters of rock around themselves, they can protect themselves from falling rock, attacks, and even magma for short periods of times. They secrete methane as well, and can build it up underneath their rocks in order to store great explosive force. They can ignite this with a simple click of their claws.

Magma Dragon (Dragon fam)Barely qualifying as a draconic creature, this huge, vaguely reptilian beast lives deep in the mantle, surfacing underneath volcanos to hunt. They have hard drill-like beaks to pierce through the rock, and their bodies are long and sinuous. One might call them gigantic snakes, if not for the massive forelegs carrying claws capable of pulverizing bedrock. They are thankfully extremely rare, for legends say that they can cause volcanos to erupt when in a bad mood.

Burning Blight (Plant fam)A type of uncommon mushroom that only grows in areas high in flammable gas. It absorbs said gases, burning them to fuel its growth, which earned it the name of 'burning'. As for the name of 'blight', it turns out that they create an even deadlier gas as a byproduct, storing it in their stalks, and so rupturing the stalk releases it quickly.

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What do you think of the planetarium?That beautiful twinkling of eternity that will never fade, no matter what.All of the stars in all of the skies are waiting for you.

Last edited by Lao-ShanTux on Sun Aug 02, 2015 7:32 pm; edited 1 time in total

Death-chanLibero

Posts : 10640Join date : 2013-07-15Age : 18Location : The moon.

Subject: Re: Adonian Bestiary Sun Aug 02, 2015 7:23 pm

Siren (Spirit) - A spirit that lives on small islands in the ocean and lures travelers to its lair. It disguises itself as a beautiful man or woman. Someone who cannot hear their song will see them, but not be tempted to nearly the same level. As travelers approach, their minds are increasingly under the control of the siren. If someone were to get so close as to touch it, their mind would be forever lost. Part of its charm makes it unlikely to be attacked, as any traveler would have a very difficult time allowing the siren to be harmed. However, if subjected to fire, they dissolve into sand. Whether day or night, they are only present while the sky is clear.

Merpeople (Aquatic) - During stormy weather, sirens retreat underwater. Their true form is hideous, like a human with features of an eel and octopus. However, they can still disguise themselves with their magic. This is how the idea of the "mermaid" came to be. Instead of luring entire ships via song, the merpeople attract individual sailors by making and maintaining eye contact. Once the sailors jump into the water, the merpeople drown them. Harpoons have been found to be effective against merpeople.

Kraken (Aquatic) - A cross between a giant squid and a dragon lurks beneath the waves. It eats ships and whales, then excretes toxic sludge used to trap other animals. It can't be killed with physical attacks, but if one were to use explosive magix, its tentacles can be permanently disfigured, and it will shy away. It's rather timid when it believes something poses a threat. The only reason it's so threatening is because it's at the top of the food chain. Please don't organize a team of OP mages to start hunting it for sport. It's an endangered species.

Genie (Spirit Family) - Whenever a large pile of treasure contains a lamp (or other similar container), be wary not to wake a genie free from inside it. While it is true that three wishes will be granted you, the wished are fulfilled usually in the most inconvenient way possible. Not to mantion that the ancient magics only prevent the genie from attacking you while you still have wishes left. Once you've made all three, you will experience a terrifying miniboss. Nobody has ever survived, so data is lacking on weaknesses.

Goldeater (Demonic Family) - These feisty little imps make themselves at home near treasure - particularly gold. Some historians suspect they are the reason gold's magical properties were discovered in the first place. As their name would imply, they consume gold. And they excrete gold. Gold is always in their system. This means they are always crackling with magical energy, which generates in the crystal structures on their palms. If you can use physical attacks and shatter these, they will be all out of magic once they use up the fading reserve. Being a conductor, the gold makes it so they use their magical reserve quickly. Unfortunately, this means they are explosive on the short term - which can become the long term very quickly if the magical generators are left on.

Leprechaun (Humanoid Family) - A little man in a green suit will occasionally appear to those seeking treasure, particularly on days during which rainbows are visible. Do not follow him. Do not trust him. He will turn on you, trap you, and steal your wallet and treasure map. Quick and nimble, the leprechaun is unparalleled when it comes to darting away. If you can trap it and bind it in steel, you can hold it still for a blow. You're almost certain to miss if the area of the attack is smaller than a house. Even if it's homing. They are, without a doubt, the best at dodging.

Cowbull (Beast) - An aggressive bull that also features anatomy of females. It is neither male nor female. In addition to its udder, it also sports a dashing mane and a pair of tusks upon which it gores enemies. That's right, when it charges you have to watch out for the horns AND the tusks. Talk about overdoing it! Fortunately, they're no more difficult to kill than your average cow, defensively speaking.

The Hungry (Sinuous*) - Giant worms on the prairie target creatures like cows. Any trenches you see marring the landscape were probably caused by one of the Hungry, giant worms that make a hobby of tipping cows by digging the earth up from under them. Now, they aren't so large they swallow cows in a single bite. They trap cows in one place, then burrow through the still living body until it dies, eating their way though. If you're more nimble than a cow, you can probably jump back and get ready to defend yourself. They're ridiculously easy to kill once exposed to the air - and to the sights of those above. A single hit to the head with anything will kill it. The only thing they have going for them defensively is the fact that they're usually underground.

Zubat (Pokemon Family) - Zubat are found in caves. They have nests in hidden corners and shy away from intruders. They will emit warning cries as intruders get near, which increase in frequency to the point of rendering the invader blind, extremely dizzy, or even unconscious.

Ironeater (Demonic Family) - These creatures are related to the goldeaters, but with a different diet - and therefore a completely different battle style. They survive perpetually and solely off a diet of unrefined iron. This makes them rather defensive, but weak to magnetism. They have crystal structures on their palms which generate magical energy. However, this energy is more passively employed, enhancing the ironeater's physical prowess. Attacks are more likely to come from their ironlike fangs. If you can exploit the magnetic properties of iron and immobilize them, the battle will be much easier.

Moss Lich (Plant Family) - The name and family categorization for the Moss Lich is misleading - lichens aren't actually plants. These composite creatures aren't undead. On the contrary, they are very much alive and brimming with energy. In some ways, they're akin to golems. In other ways, they're more like shambling revenants. They are filled with magical energy. The magic they use is vitality energy. They can use their powers to constantly regrow themselves, to expand larger and larger over the course of many years over the walls of caves. The larger they are, the more likely they are to attack than retreat. Fire and Light are powerful ways to get them to shrink back.

Stone Golem (Material Family) - These creatures of hulking stone are animated by powerful and kindly life magics. Ancient tribes that were cast into the mountains created these creatures to use their powerful stone arms to carve out tunnels, pathways for their underground exile. Centuries after all record of the tribes have been wiped from memory, the stone golems remain, standing guard in the tunnels to protect the persecuted tribes. Several of these golems wear silver crowns, protecting them from earth mage manipulation. Water and air, in enough ferocity, may erode the golems to nothing, however.

Ness (Aquatic Family) - These playful and terrifying creatures are the territorial rulers of lakes. They aren't so terrifying that they control the food chain - they are mostly herbivoric. However, they hoard anything shiny and store it in their nests, then defend it with their lives. Many lakes are host to a family of these, which can grow to the length of a car. The mouth is a weak point. It is currently unknown if they currently have a way to reproduce. If it is, the cycle is so long that it has not been documented. Their origins are unknown, and scientists advise against killing them until more data is known.

Naiad (Humanoid Family) - The sworn enemies of the Sirens, yet naiad act very similar to sirens in their foul-weather forms. Naiad attempt to lure people into the lake and drown them. The two major differences are the naiad's relative ferocity - Naiad resist most magical attacks, and avoid most physical ones, while having some degrees of hydrokinesis - and the naiad's fatal weakness to air. If a naiad's fin touches air, it is rendered useless for the rest of the naiad's life, and if the naiad's apparent head is exposed to dry air, the entire creature dissolves into bubbles. Fun fact: their "true forms" look more like fish than sea monsters, easily distinguishing them from sirens.

Water Elemental (Elemental Family) - When the air around a lake gets foggy or misty, it's not necessarily the fault of a water elemental. That said, moisture in all forms is attracted to these orbs, to the point where they are themselves coated in a sphere of water several inches in diameter. The water succeeds in limiting the effectiveness of physical and magical attacks on the core. If you have a hookshot, you're in luck. Otherwise, avoiding its magical assault is paramount while you wear down the core.

Some water elementals are able to control the shape of the water and even give themselves human forms, often with the core taking the form of a gem or brooch. They can control the level of humidity in the general area, provided there is a water source. Hydrokinesis is also a central power.

Jade Turtle (Dragon Family) - Distantly related to the great firebreathers of lore, the jade turtle spits bubbles with just enough explosive power to be slightly reminiscent. Their shells make them difficult to defeat, and the velocity at which they spit bubbles at intruders makes them more than mere annoyances.

Wyvern (Draconic Family) - Your generic non-firebreathing dragon. They have sharp claws and excellent wings. They are terrors of the air, and spend much of their time flying. Can be domesticated. Very defensive physically, not so great magically. Very weak to wind magic.

Sky Elemental (Elemental Family) - These orbs and wisps of magic reflect the weather in the immediate area. They are known to glow bright with natural light when the sun is out, to sprinkle rain when it rains, to generate fierce gusts of wind when the weather is windy... They generally just contribute to the weather effect, but when they are cornered, frightened, or threatened, they can amplify their abilities. The sunlight can be angles so as to blind; the raindrops can be thrown like bullets; the wind... oh writers, the wind...

Flurrie (Humanoid Family) - These wind spirits are known to live in cloud cities in the sky. They are quite light to the point of levitation, but they have the ability to make themselves quite solid and dense at whim. This enables them to body slam opponents. Legends say that on mountains of high enough altitude, Flurries come down on stormy days and are ready to express their stormy moods. Earth magic seems uneffective against them. They are known to have LOTS of stamina, but perhaps using their powers of wind against them could blow them away?

Ginosaji: An unstoppable demon that will relentlessly attack you with a spoon until you die, making everyone around you think you are completely insane. From an old movie but some people think it's real.

Rainbow Serpent: Has dazzling scales the color of the rainbow. Hides among flowers. Not poisonous or venomous, but reflects all magical damage, and its scales are highly resistant to physical damage as well.